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  • Brian Paul's avatar
    i965: asst. fixes, work-arounds for FBOs and render to texture · 947d1c5b
    Brian Paul authored
    OpenGL allows mixing and matching depth and stencil renderbuffers in
    framebuffer objects while the hardware really only supports interleaved
    depth/stencil buffers.  This makes for some tricky buffer management.
    
    An extra wrinkle is the situation where the user allocates a 16bpp depth
    texture or renderbuffer then tries to render to it along with a stencil
    buffer.  We'd have to promote the 16bpp Z values to 24-bit Z values and
    mix in the stencil values to setup the depth/stencil renderbuffer.
    
    There's no support for that now, so always allocate 32bpp depth textures/
    renderbuffers for now.
    947d1c5b